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Melee Weapons

Verified against Fantasy Flight's official Edge of the Empire core rulebook page references (p. 161, 166–167). Format: Damage / Crit / Range / Encumbrance / Hard Points / Price / Rarity / Special Qualities. Damage shown as "+N" is added to the wielder's Brawn to determine total damage.

One-Handed Melee

WeaponDmgCritRangeEncumHPPriceRaritySpecial
Combat Knife+13Engaged10251—
Truncheon+25Engaged20151Disorient 2
Vibroknife+12Engaged122503Pierce 2, Vicious 1
Vibrosword+22Engaged337505Pierce 2, Vicious 1, Defensive 1

Two-Handed Melee

These weapons require two hands to wield.

WeaponDmgCritRangeEncumHPPriceRaritySpecial
Gaffi Stick+23Engaged301002Defensive 1, Disorient 3
Force Pike+32Engaged335004Pierce 2, Stun Setting (loses Pierce when set to Stun)
Vibro-ax+32Engaged437505Pierce 2, Sunder, Vicious 3

Brawl (Unarmed / Wearable Weapons)

WeaponDmgCritRangeEncumHPPriceRaritySpecial
Brass Knuckles+14Engaged10250Disorient 3
Shock Gloves+05Engaged013002Stun 3

Notes on Qualities

  • Defensive: adds to the wielder's melee defense while equipped.
  • Sunder: can be used to damage/destroy an opposing weapon or piece of gear on a hit.
  • Vicious: on a Critical Hit, add 10× the Vicious rating to the critical injury roll.
  • Disorient: inflicts the Disoriented condition on a hit, at the rating listed, for a number of rounds.
  • Brawl weapons (Brass Knuckles, Shock Gloves) use the Brawl skill, not Melee — they represent enhanced unarmed strikes rather than a held weapon.

Source Edge of the Empire Core Rulebook, Chapter V - Gear and Equipment